zyanidelab / Q2RTXLinks
NVIDIA’s implementation of RTX ray-tracing in Quake II
☆28Updated 3 years ago
Alternatives and similar repositories for Q2RTX
Users that are interested in Q2RTX are comparing it to the libraries listed below
Sorting:
- A path-tracer for the original Quake game☆65Updated last week
- Importance-sampled FAST Noise☆41Updated 7 months ago
- OpenGL rendering pipeline with a parallax mapping shader made in the course Advanced Computer Graphics (TNCG14) at Linköpings University.☆33Updated 13 years ago
- Repo for KickstartRT demo application☆52Updated 3 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆37Updated 4 years ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated last year
- Improved Blue Noise Generator☆41Updated 2 months ago
- The main repository for the AMD Dense Geometry Format SDK☆44Updated 4 months ago
- This repository contains a rough GLSL implementation of "Deep and Fast Approximate Order Independent Transparency" by G. Tsopouridis, A. …☆45Updated last year
- Assets used during the creation of SEED's Project PICA PICA☆81Updated 6 years ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆39Updated 4 months ago
- Source code for the EON rough diffuse BRDF model☆43Updated last week
- ☆15Updated 3 years ago
- HighOmega☆34Updated 3 weeks ago
- Real-time Denoiser for node-vulkan☆10Updated 6 years ago
- ☆62Updated 2 years ago
- Software rasterizing hair strands with analytical AA and OIT. Inspired by Frostbite's hair system: "Every Strand Counts: Physics and Rend…☆86Updated last year
- Demo associata alla conferenza DevGames 2024 (https://devgames.org/) "Astrazioni per Vulkan/DirectX"☆29Updated last year
- ☆135Updated 2 years ago
- FidelityFX Denoiser☆150Updated 3 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆38Updated 4 years ago
- Quake II on Dx12☆31Updated 4 years ago
- ☆19Updated last year
- VorteGrid: Interactive Fluid Simulation for Games and Movies☆105Updated 4 years ago
- A collection of primarily graphics programming focused blog posts.☆71Updated last year
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated 2 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 4 years ago
- A demo demonstrating a high precision RT caustics algorithm, which has been integrated into NVIDIA's UE4 RTX branch (https://github.com/N…☆32Updated 3 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 4 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.☆65Updated 4 years ago